dagriggstar
King
Anyone know how to increase/decrease the mountain ranges in the updated scripts ? The old setting for it seems to not be used now (mconst.mountainFreq = 0.4 )
Anyone know how to increase/decrease the mountain ranges in the updated scripts ? The old setting for it seems to not be used now (mconst.mountainFreq = 0.4 )
That said, I am interested in adding some parameters to mountain range generation -- in particular, I want to encourage internal ranges and discourage coastal ranges (or at least push the coastal ranges a bit inland). I might be able to add settings for the likelihood of mountains to form ranges as well. Unfortunately my first attempt at this was a complete disaster. I'm now trying a different approach, and if it's successful I'll be sure to post it here.
So is this map compatible with More Luxuries or not? I saw this question was asked several times and no answer (or I'm blind )
I actually did quite a bit of code (that I may or may not have released) regarding terrain type targeting BUT it was for the BE version of this script. I'd be happy to share my most recent (unreleased/unpolished) versions of that script with you if you have the time and inclination to update the Civ V version Lamil.
I will warn you that this will not be a copy and paste job and you'll probably have to do some digging to figure out how I changed the functionality so that it hit's the targeted percentages almost perfectly. Send me a PM or reply here if you're interested.
I also know I coded a real fix for trees on desert in the Civ V version and I grossly rewrote mountain formation in the BE version at some point specifically due to mountains on coast lines. I really should give this script another pass but I don't have a lot of free time to code.
So um, I'm a little confused. Is this a map script, or various map scripts with the same underlying coding (since there's mention of Pangaea, archipelago, etc.)? I'm just wondering, because it's not showing up in worldbuilder, which is what I wanted to test it in before I played.
Regardless, this is the exact mod I wanted for a realistic map. Thanks!
Also, what is the map(s) under in the game options? Is it just the regular map names under "additional maps", or is it called something different? I can't seem to find it in the mods list or the map options.
Creepers99, the problems you're describing sound like they might be caused by putting the map script in the wrong location or by not unzipping the map script. The installation process is:
- Extract the *.7z file (using 7zip or another unzipping program)
- Put the resulting *.lua file in the user map scripts directory (for me on Windows 10 this is C:\Users\[username]\Documents\My Games\Sid Meier's Civilization 5\Maps but it can vary by operating system)
If you did this and you still can't find it under additional maps in the game and/or worldbuilder, let me know and I'm happy to help you troubleshoot further.
MrStarbuck, sorry to hear that worldbuilder crashes on you when using this script -- I use worldbuilder frequently with it. Does it crash to the desktop / hang, or does is it just halt and give you a gibberish map? If it's the latter, could you turn on the "Keep Debug Window Open" option and post / send me whatever shows up there? Hopefully this isn't causing anyone problems in the game proper, but if there's debug information available, I'd like to try debugging it anyway.
Regarding the river estuary placement bug: it's quite elusive and I haven't fixed it yet. It's survived a ground-up rewrite of half the river code. My current hypothesis is that it relates to river-inland sea interactions (if anyone has seen this on a true ocean, let me know). This gives me somewhere to look, but unfortunately I've never looked at the inland sea code, so even if this is where the bug is it will probably still take me a while to fix.
Code-merging depends on what happens with the river bug, so that's also going to take a while.
Creepers99, the problems you're describing sound like they might be caused by putting the map script in the wrong location or by not unzipping the map script. The installation process is:
- Extract the *.7z file (using 7zip or another unzipping program)
- Put the resulting *.lua file in the user map scripts directory (for me on Windows 10 this is C:\Users\[username]\Documents\My Games\Sid Meier's Civilization 5\Maps but it can vary by operating system)
If you did this and you still can't find it under additional maps in the game and/or worldbuilder, let me know and I'm happy to help you troubleshoot further.
MrStarbuck, sorry to hear that worldbuilder crashes on you when using this script -- I use worldbuilder frequently with it. Does it crash to the desktop / hang, or does is it just halt and give you a gibberish map? If it's the latter, could you turn on the "Keep Debug Window Open" option and post / send me whatever shows up there? Hopefully this isn't causing anyone problems in the game proper, but if there's debug information available, I'd like to try debugging it anyway.
Regarding the river estuary placement bug: it's quite elusive and I haven't fixed it yet. It's survived a ground-up rewrite of half the river code. My current hypothesis is that it relates to river-inland sea interactions (if anyone has seen this on a true ocean, let me know). This gives me somewhere to look, but unfortunately I've never looked at the inland sea code, so even if this is where the bug is it will probably still take me a while to fix.
Code-merging depends on what happens with the river bug, so that's also going to take a while.